Gateway destinations (#21040)
* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
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@@ -1,4 +1,5 @@
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using Content.Shared.Parallax.Biomes.Markers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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@@ -9,7 +10,6 @@ namespace Content.Shared.Procedural.Loot;
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/// </summary>
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public sealed partial class BiomeMarkerLoot : IDungeonLoot
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{
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[DataField("proto", required: true,
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customTypeSerializer: typeof(PrototypeIdValueDictionarySerializer<string, BiomeMarkerLayerPrototype>))]
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public Dictionary<string, string> Prototype = new();
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[DataField("proto", required: true)]
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public ProtoId<BiomeMarkerLayerPrototype> Prototype = new();
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}
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